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| | parent = Basilisk | | | parent = Basilisk |
| | page1 = Version History | | | page1 = Version History |
| + | | page2 = Code |
| }} | | }} |
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| | author = [[User:Slugzilla]] | | | author = [[User:Slugzilla]] |
| | extends = [[AdvancedRobot]] | | | extends = [[AdvancedRobot]] |
− | | targeting = Guessfactor Targeting | + | | targeting = [[GuessFactor Targeting]] |
− | | movement = Stop and go and Random Movement | + | | movement = [[Stop And Go]], [[Random Movement]] |
− | | current_version = 2.16 | + | | current_version = 2.35 |
| | released = 2019 | | | released = 2019 |
| | license = [[RWPCL]] | | | license = [[RWPCL]] |
− | | download_link = [https://drive.google.com/uc?export=download&id=1GZokhKyIAj0DUDi7MaH4XlJzsfva6fJ9 Basilisk] | + | | download_link = [https://drive.google.com/uc?export=download&id=16-Cts6GGsFpUqmavKflMbMd5dr6SGTvw Basilisk 2.35] |
| | isOpenSource = true | | | isOpenSource = true |
| | isMelee = false | | | isMelee = false |
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| '''How competitive is it?''' | | '''How competitive is it?''' |
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− | Currently #18 in the MiniRumble and 126 in the RoboRumble. | + | Currently #5 in the MiniRumble and #72 in the RoboRumble. |
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| == Strategy == | | == Strategy == |
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| '''How does it move?''' | | '''How does it move?''' |
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− | It starts with stop and go, but if it gets hit too much, it will switch to random movement.
| + | Basilisk starts out with [[Stop And Go]], but if it gets hit often, it will switch over to [[Random Movement]]. |
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| '''How does it fire?''' | | '''How does it fire?''' |
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− | It uses guessfactor targeting. | + | Basilisk uses [[GuessFactor Targeting]]. It's based off of [[GFTargetingBot]], but has [[Energy Management]], [[Rolling Averages]], and a lot of [[Segmentation]]. |
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| '''How does it dodge bullets?''' | | '''How does it dodge bullets?''' |
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− | Stop and go dodges the simple targeters, random movement dodges the rest =) | + | Stop and go dodges [[HOT]] and [[Linear Targeting]], an [[Random Movement]] dodges the rest =) |
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| '''How does the melee strategy differ from one-on-one strategy?''' | | '''How does the melee strategy differ from one-on-one strategy?''' |
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| '''Can I use your code?''' | | '''Can I use your code?''' |
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− | Sure! See code below or decompile the .jar file It's licensed under the [[RWPCL]]. | + | Sure! See code below or decompile the .jar file. |
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| '''What's next for your robot?''' | | '''What's next for your robot?''' |
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− | Top 10!!!
| + | A baby brother, maybe [[Basilite]]? |
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| '''Does it have any White Whales?''' | | '''Does it have any White Whales?''' |
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| Credits: | | Credits: |
| | | |
− | Based off of RandomMovementBot and the GFTargetingBot by PEZ
| + | Basilisk is based off of many ideas and concepts from the RoboWiki. Specifically, I used code/drew inspiration from |
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− | Uses the Turn Multiplier Lock from the RoboWiki
| + | [[RandomMovementBot]], [[GFTargetingBot]], [[Aristocles]], [[RaikoNano]], [[Tityus]], [[Raiko]], [[Cotillion]], [[BlackWidow]], [[HedgehogGF]], [[Vyper]], [[Thorn]], and [[EpeeistMicro]]. |
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− | Dive protection is from by Tityus
| + | Special thanks to Dsekercioglu for help identifying bugs and beating bullet shielders =) |
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− | The favorite distance idea was inspired by Raiko
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− |
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− | Uses Raiko's reverse direction formula
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− |
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− | Stop and go at the beginning and then swapping to random movement was inspired by Cotillion and BlackWidow
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− |
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− | Improved mode swaps from EpeeistMicro and Cotillion
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− |
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− | Uses Cotillions stop and go move amount formula
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− |
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− | Special thanks to Dsekercioglu for giving me ideas for beating the bullet shielders, and help identifying bugs
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− |
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− | And of course, a huge thank you to all the contributors on the RoboWiki for your awesome tutorials and open source robots!
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− |
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− | == Code ==
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− |
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− | '''Version 2.15'''
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− |
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− | <syntaxhighlight>
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− | package slugzilla;
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− | import robocode.*;
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− | import java.awt.geom.*;
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− | import robocode.util.*;
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− | import java.awt.*;
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− | import static robocode.util.Utils.normalRelativeAngleDegrees;
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− |
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− | public class Basilisk extends AdvancedRobot {
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− |
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− | private static double lateralDirection;
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− | private static double lastEnemyVelocity;
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− | static final double MAX_VELOCITY = 8;
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− | static final double WALL_MARGIN = 25;
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− | static double enemyFirePower;
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− | static double enemyBulletVelocity;
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− | Point2D robotLocation;
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− | Point2D enemyLocation;
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− | double enemyDistance;
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− | double enemyAbsoluteBearing;
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− | double enemyVelocity;
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− | double movementLateralAngle;
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− | double direction = 1;
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− | static int bullets;
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− | static double hits;
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− | static double enemyEnergy;
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− | static double deltaT;
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− | static double lastDeltaT;
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− | static double lastReverseTime;
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− |
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− | public void run() {
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− | setAdjustRadarForGunTurn(true);
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− | setAdjustGunForRobotTurn(true);
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− | setBodyColor(new Color(40, 100, 100));
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− | setGunColor(new Color(34, 50, 50));
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− | setRadarColor(new Color(0, 255, 0));
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− | setScanColor(new Color(0, 255, 0));
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− | turnRadarRightRadians(Double.POSITIVE_INFINITY);
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− | do {
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− | scan();
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− | } while (true);
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− | }
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− |
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− | public void onScannedRobot(ScannedRobotEvent e) {
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− | //radar ↓
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− | double radarTurn = getHeadingRadians() + e.getBearingRadians() - getRadarHeadingRadians();
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− |
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− | //movement ↓
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− | robotLocation = new Point2D.Double(getX(), getY());
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− | enemyAbsoluteBearing = getHeadingRadians() + e.getBearingRadians();
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− | enemyDistance = e.getDistance();
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− | enemyVelocity = e.getVelocity();
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− | enemyLocation = vectorToLocation(enemyAbsoluteBearing, enemyDistance, robotLocation);
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− | enemyBulletVelocity = 20 - 3*enemyFirePower;
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− | //we move far away when close, but stabilize and move perpendicular when far ↓
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− | movementLateralAngle = Math.max(enemyDistance/2000, 0.075);
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− | if (enemyEnergy > e.getEnergy() && enemyEnergy - 3 <= e.getEnergy()) {
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− | enemyFirePower = enemyEnergy - e.getEnergy();
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− | }
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− | if (bullets >= 1 && enemyDistance > 100) {
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− | considerChangingDirection();
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− | }
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− |
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− | for (int i = 0; i < 2; i++) {
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− | Point2D robotDestination = null;
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− | double tries = 0;
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− | do {
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− | robotDestination = vectorToLocation(absoluteBearing(enemyLocation, robotLocation) + movementLateralAngle*direction,
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− | enemyDistance * (1.1 - tries / 100.0), enemyLocation);
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− | tries++;
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− |
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− | } while (tries < 100 && !fieldRectangle(WALL_MARGIN).contains(robotDestination));
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− | double angle = Utils.normalRelativeAngle(absoluteBearing(robotLocation, robotDestination) - getHeadingRadians());
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− | double turnAngle = Math.atan(Math.tan(angle));
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− | setTurnRightRadians(turnAngle);
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− | //random movement ↓
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− | if (bullets >= 1) {
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− | setAhead(Double.POSITIVE_INFINITY * (angle == turnAngle ? 1 : -1));
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− | //stop and go ↓
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− | } else {
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− | if (enemyEnergy > e.getEnergy() && getDistanceRemaining() == 0) {
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− | setAhead(((3 + (int)(enemyFirePower * 1.999999)) << 3 ) * (angle == turnAngle ? 1 : -1));
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− | }
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− | }
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− | // Hit the brake pedal hard if we need to turn sharply
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− | setMaxVelocity(Math.abs(getTurnRemaining()) > 33 ? 2 : MAX_VELOCITY);
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− |
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− | if (tries < 30 + i * 5) {
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− | break;
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− | }
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− | // dive protection ↓
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− | direction *= -1;
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− | lastDeltaT = deltaT;
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− | lastReverseTime = getTime();
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− | }
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− | enemyEnergy = e.getEnergy();
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− | //gun ↓
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− |
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− | if (enemyVelocity != 0) {
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− | lateralDirection = GFTUtils.sign(enemyVelocity * Math.sin(e.getHeadingRadians() - enemyAbsoluteBearing));
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− | }
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− | GFTWave wave = new GFTWave(this);
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− |
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− | wave.bulletPower = Math.min(Math.min(e.getEnergy()/4, getEnergy()/8), Math.min(0.05 * Math.round((1.5+200/enemyDistance)/0.05), 2.95));
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− | wave.MAX_ESCAPE_ANGLE = (Math.asin(8/(20 - 3 * wave.bulletPower)));
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− | wave.BIN_WIDTH = wave.MAX_ESCAPE_ANGLE / wave.MIDDLE_BIN;
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− | wave.gunLocation = new Point2D.Double(getX(), getY());
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− | GFTWave.targetLocation = GFTUtils.project(wave.gunLocation, enemyAbsoluteBearing, enemyDistance);
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− | wave.lateralDirection = lateralDirection;
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− | wave.setSegmentations(enemyDistance, enemyVelocity, lastEnemyVelocity);
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− | lastEnemyVelocity = enemyVelocity;
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− | wave.bearing = enemyAbsoluteBearing;
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− |
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− | setTurnGunRightRadians(Utils.normalRelativeAngle(enemyAbsoluteBearing - getGunHeadingRadians() + wave.mostVisitedBearingOffset()) + ((Math.random()/500)-0.002));
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− | if (getEnergy() > 0.4) {
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− | //fire at will! ↓
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− | setFire(wave.bulletPower);
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− | }
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− | if (getEnergy() >= wave.bulletPower) {
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− | addCustomEvent(wave);
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− | }
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− | //radar ↓
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− | setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn));
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− | }
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− | //movement ↓
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− | //random movement ↓
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− | void considerChangingDirection() {
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− | deltaT = getTime() - lastReverseTime;
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− | double theta;
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− | theta = 0.5952*(20D - 3D*enemyFirePower)/enemyDistance;
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− | if (Math.random() > Math.pow(theta, theta)) {
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− | if (deltaT >= lastDeltaT +2 || deltaT <= lastDeltaT -2) {
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− | direction *= -1;
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− | lastDeltaT = deltaT;
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− | lastReverseTime = getTime();
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− | }
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− | }
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− | }
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− | RoundRectangle2D fieldRectangle(double margin) {
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− | return new RoundRectangle2D.Double(margin, margin,
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− | getBattleFieldWidth() - margin * 2, getBattleFieldHeight() - margin * 2, 75, 75);
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− | }
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− |
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− | static Point2D vectorToLocation(double angle, double length, Point2D sourceLocation) {
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− | return vectorToLocation(angle, length, sourceLocation, new Point2D.Double());
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− | }
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− |
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− | static Point2D vectorToLocation(double angle, double length, Point2D sourceLocation, Point2D targetLocation) {
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− | targetLocation.setLocation(sourceLocation.getX() + Math.sin(angle) * length,
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− | sourceLocation.getY() + Math.cos(angle) * length);
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− | return targetLocation;
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− | }
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− |
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− | static double absoluteBearing(Point2D source, Point2D target) {
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− | return Math.atan2(target.getX() - source.getX(), target.getY() - source.getY());
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− | }
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− |
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− | public void onHitByBullet(HitByBulletEvent e) {
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− | //enemyEnergy += 20 - enemyBulletVelocity;
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− | enemyEnergy += 2 * enemyFirePower;
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− | if ((hits += (5 / enemyBulletVelocity)) > getRoundNum() + 2) {
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− | bullets++;
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− | }
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− | }
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− |
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− | public void onBulletHit(BulletHitEvent e) {
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− | enemyEnergy -= 10;
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− | }
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− | }
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− | //gun ↓
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− | class GFTWave extends Condition {
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− | static Point2D targetLocation;
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− | double bulletPower;
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− | Point2D gunLocation;
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− | double bearing;
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− | double lateralDirection;
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− | // 1000 is the maximum space away in a 800 by 600 battlefield
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− | private static final double MAX_DISTANCE = 1000;
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− | //segment into 5 sections ↓
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− | private static final int DISTANCE_INDEXES = 5;
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− | private static final int VELOCITY_INDEXES = 5;
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− | static final int BINS = 25;
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− | static final int MIDDLE_BIN = (BINS - 1) / 2;
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− | static double MAX_ESCAPE_ANGLE;
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− | static double BIN_WIDTH;
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− |
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− | private static int[][][][] statBuffers = new int[DISTANCE_INDEXES][VELOCITY_INDEXES][VELOCITY_INDEXES][BINS];
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− |
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− | private int[] buffer;
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− | private AdvancedRobot robot;
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− | private double distanceTraveled;
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− |
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− | GFTWave(AdvancedRobot _robot) {
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− | this.robot = _robot;
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− | }
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− | public boolean test() {
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− | advance();
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− | //remove passed waves
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− | if (hasArrived()) {
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− | buffer[currentBin()]++;
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− | robot.removeCustomEvent(this);
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− | }
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− | return false;
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− | }
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− | double mostVisitedBearingOffset() {
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− | return (lateralDirection * BIN_WIDTH) * (mostVisitedBin() - MIDDLE_BIN);
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− | }
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− | void setSegmentations(double distance, double velocity, double lastVelocity) {
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− | int distanceIndex = (int)(distance / (MAX_DISTANCE / DISTANCE_INDEXES));
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− | int velocityIndex = (int)Math.abs(velocity / 2);
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− | int lastVelocityIndex = (int)Math.abs(lastVelocity / 2);
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− |
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− | buffer = statBuffers[distanceIndex][velocityIndex][lastVelocityIndex];
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− | }
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− | private void advance() {
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− | distanceTraveled += GFTUtils.bulletVelocity(bulletPower);
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− | }
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− | private boolean hasArrived() {
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− | return distanceTraveled > gunLocation.distance(targetLocation) - 18;
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− | }
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− | private int currentBin() {
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− | int bin = (int)Math.round(((Utils.normalRelativeAngle(GFTUtils.absoluteBearing(gunLocation, targetLocation) - bearing)) /
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− | (lateralDirection * BIN_WIDTH)) + MIDDLE_BIN);
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− | return GFTUtils.minMax(bin, 0, BINS - 1);
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− | }
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− | private int mostVisitedBin() {
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− | int mostVisited = MIDDLE_BIN;
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− | for (int i = 0; i < BINS; i++) {
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− | if (buffer[i] > buffer[mostVisited]) {
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− | mostVisited = i;
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− | }
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− | }
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− | return mostVisited;
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− | }
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− | }
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− | //helpful utilities ↓
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− | class GFTUtils {
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− | static double bulletVelocity(double power) {
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− | return 20 - 3 * power;
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− | }
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− | static Point2D project(Point2D sourceLocation, double angle, double length) {
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− | return new Point2D.Double(sourceLocation.getX() + Math.sin(angle) * length,
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− | sourceLocation.getY() + Math.cos(angle) * length);
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− | }
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− | static double absoluteBearing(Point2D source, Point2D target) {
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− | return Math.atan2(target.getX() - source.getX(), target.getY() - source.getY());
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− | }
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− | static int sign(double v) {
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− | return v < 0 ? -1 : 1;
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− | }
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− | static int minMax(int v, int min, int max) {
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− | return Math.max(min, Math.min(max, v));
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− | }
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− | }
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− | </syntaxhighlight>
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| [[Category:MiniBots]] | | [[Category:MiniBots]] |
| [[Category:Bots]] | | [[Category:Bots]] |
| [[Category:1-vs-1 Bots]] | | [[Category:1-vs-1 Bots]] |